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				<a href="Modules_congo.html"><img src="data/congo.png"/></a>Congo Documentation
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<h1>Class <span class="name">AppLayer</span></h1>


	<p>An AppLayer is essentially just a regular layer but can be set as the current 'top level' 
layer in CongoApp, and has a number of extra features such as receiving Pause/Resume calls.
	<a href="#description"> More...</a></p>


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			<td class="span1 name">Extends:</td>
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					<li><a href="Modules_congo.layer_Layer.html">Layer</a></li>
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			<td class="span1 name">Extended&nbsp;by:</td>
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					<li><a href="Modules_congo.collisionlayer_CollisionLayer.html">CollisionLayer</a></li>
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			<td class="span1 name">Constructors:</td>
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						<li><a href='#New'>New</a> ( w:Int, h:Int )</li>
					
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			<td class="span1 name">Methods:</td>
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						<li><a href='Modules_congo.applayer_AppLayer.html#LayerPaused'>LayerPaused</a> : Void ()</li>
					
						<li><a href='Modules_congo.applayer_AppLayer.html#LayerResumed'>LayerResumed</a> : Void ()</li>
					
						<li><a href='Modules_congo.applayer_AppLayer.html#TransitionCompleted'>TransitionCompleted</a> : Void ( id:String )</li>
					
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			<td class="span1 name">Inherited Properties:</td>
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						<li><a href='Modules_congo.layer_Layer.html#LayerHeight'>LayerHeight</a> : Int ()</li>
					
						<li><a href='Modules_congo.layer_Layer.html#LayerWidth'>LayerWidth</a> : Int ()</li>
					
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			<td class="span1 name">Inherited Methods:</td>
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						<li><a href='Modules_congo.layer_Layer.html#Draw'>Draw</a> : Void ()</li>
					
						<li><a href='Modules_congo.layer_Layer.html#Update'>Update</a> : Void ( dT:Int )</li>
					
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			<td class="span1 name">Inherited Functions:</td>
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						<li><a href='Modules_congo.layer_Layer.html#SpriteRectContainsPoint'>SpriteRectContainsPoint</a> : Bool ( spr:Sprite, point:Point )</li>
					
						<li><a href='Modules_congo.layer_Layer.html#SpriteRectsIntersect'>SpriteRectsIntersect</a> : Bool ( spr1:Sprite, spr2:Sprite )</li>
					
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	<a name="description"></a>
	<h2>Detailed Discussion</h2>
	An AppLayer is essentially just a regular layer but can be set as the current 'top level' 
layer in CongoApp, and has a number of extra features such as receiving Pause/Resume calls.
Typically, you will want to derive from AppLayer to create your game/menu layers.
	
	
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	<h2>Constructor Documentation</h2>
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				<a name='New'></a>
				<div class="well well-small name"><b>Method New ( w:Int, h:Int )</b></div>
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					<p>	Creates an applayer with specified size (in device points, ie autofit virtual coords).</p>
					
					
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	<h2>Method Documentation</h2>
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				<a name='LayerPaused'></a>
				<div class="well well-small name"><b>Method LayerPaused : Void ()</b></div>
				<div class="description">
					<p>	This gets called by CongoApp when game is paused. Override as required.</p>
					
					
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				<a name='LayerResumed'></a>
				<div class="well well-small name"><b>Method LayerResumed : Void ()</b></div>
				<div class="description">
					<p>	This gets called by CongoApp when game is resumed. Override as required.</p>
					
					
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				<a name='TransitionCompleted'></a>
				<div class="well well-small name"><b>Method TransitionCompleted : Void ( id:String )</b></div>
				<div class="description">
					<p>	Derived classes can implement this to deal with transitions. CongoApp calls this when an outgoing
	transition on a layer completes. For example, you may want to do resource clean-up, create the new
	layer, then call SetCurrentLayer to show it. Use the transition id to differentiate transitions.</p>
					
					
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